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Default Question about skills, attributes, and stuff

April 11th, 2015, 09:56
Originally Posted by zahratustra View Post
Not in my experience. High Con characters are there to protect low Con ones. In overwhelming majority of cases I have to rest because, after number of encounters, my fighter and paladin need a top up and my magic users still have plenty of HP left.
Tough issue.

Fights are short-lived, it makes it possible to reload times and times over again to refight the same fight.
It appears that engagement weights a lot in this game: the difference in results over the same fight (fought multiple times) ranged from winning unscathed (no lost health) to complete annihilation of the party. The difference lays in the quality of the engagement. It determines heavily the outcome of a fight.

Rest brings restoration of health and restoration of spells, abilities etc

The gameplay probably aimed to get the player to work on the balance between the health of exposed party members (front liners full or part time) and the spell numbers of support or other classes.

Making the most of a party would mean balancing the health of the front liners versus spells in store for the other classes.

The adequate time for rest would be when front liners are low in health and the other members have run out of some specific mandatory spells.

In this regard, constitution matters as the more health front liners have, the more
spell casters might make of their spells.

That is an optimization by play style (close to moba gameplay)

This game, though, addresses players who relish in optimization through numbers.

After watching a few videos and reading comments on this site, noone can exclude that players do not provide the required care to engaging.

They engage whenever and wherever they can. As such, constitution is also a limiting factor coming from the classes that are not supposed to be exposed. And therefore, the expected balancing act (health of front liners vs spell capacity of the other classes) cant happen.

Indeed, constitution matters when front liners do a proper engagement.

Yesterday, I started a specific way of playing: how deep a party could go down in the citadel without taking a rest.
Making the most of a party. Very instructive, the balancing act was determining and so was coasting past certain monsters and avoiding to take certain fights.
Originally Posted by EvilManagedCare View Post

3. And one last thing, is it that my paladin just sucks in combat or is the fight against the Skuldr King on the first level of the temple in Gilded Vale just crazy hard?

Thanks
How game experiences vary. After reading that part, I thought there was a hidden level in Gilded vale, went to the internet to investigate and discover that the Skuldr King was a fight that I did not remember because it was just another fight.
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April 11th, 2015, 13:02
Originally Posted by luj1 View Post
1 point of Con is like one hit more that you can take, or less. Far better to just raise PER or RES. But if you don't have anywhere else to dump points ,then I guess it's fine.Cheers.
One point into Per or Res gives you +1 deflection and +1 to one save which turns into 1% less chance of attack vs that working… which is even less than what you get from Con.
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April 12th, 2015, 06:46
I would have been a good idea to have an attribute point at levelup. One point per two levels would have been good enough. We really had no clue about how attributes work (and which attributes are useful to which class) and having additional points would allow us to tweak characters as we learned about them.
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April 12th, 2015, 23:52
Originally Posted by Drithius View Post
Stealth is not used to detect traps; that is the sole providence of mechanics.
Perception plays a role into finding hiding things. I made a 0 mechanics, 17 Perception character and she was spotting everything over the party members with mechanics.
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April 13th, 2015, 00:36
Originally Posted by azarhal View Post
Perception plays a role into finding hiding things. I made a 0 mechanics, 17 Perception character and she was spotting everything over the party members with mechanics.
Only in conversations and scripted interactions. In scout mode, only mechanics matter
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April 13th, 2015, 09:45
Hidden things are handled differently than spotting traps?
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April 13th, 2015, 11:11
Originally Posted by Thrasher View Post
Hidden things are handled differently than spotting traps?
They are not. The game just uses all character to spot hidden things and the one that is closest with enough mechanics does it first. My main character with 9 perception, 3 mechanics found a hidden spot before my Per 13, Mechanics 10 character only because she was in #1 spot and hidden spot didn't need more than mechanics 3 to be found.
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April 22nd, 2015, 01:49
So you need to build up stealth and mechanics on the same character or is the party total what is considered when discovering secrets?
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April 22nd, 2015, 02:04
Just the highest mechanics level of one character, apparently.
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April 22nd, 2015, 16:47
Originally Posted by J-oso View Post
So you need to build up stealth and mechanics on the same character or is the party total what is considered when discovering secrets?
The advantage of having stealth and mechanics on one character is that you can get closer to enemies and plant traps before combat.

Since you can only plant one trap per each character you have in party (and that other character must plant their trap) having good mechanics on all characters is cool as it gives a bonus to trap accuracy.
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April 22nd, 2015, 17:13
To those who walk into traps - Use a custom formation. Place your Mechanics guy at the front and have the rest of the party in a line behind them, like this:

…..X…..

…..X…..
…..X…..
…..X…..
…X…X..

Or some version of that. Explore in stealth mode and you should be fine after that.

Or, just select your scout, be patient and do some actual scouting of the upcoming areas before moving your party.

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